Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 75 76 [77] 78 79 ... 106

Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 986181 times)

Seth

  • Commander
  • ***
  • Posts: 107
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1140 on: December 25, 2016, 10:44:31 AM »

Sorry for long wait, finally have some time to play. As I promised, did some testing with Neutrino. Test mods I have now are:
GraphicsLib 1.0.2
LazyLib 2.1
Nexerelin 0.7.6c
Neutrino Corporation 1.83-RC4.3

What I do:
Start New Game > Enable Corvus Mode > Choose Neutrino Corp > Choose Upsized Military Unit > Any level and rank > Attack any Neutrino fleet I see > Combat is loading, as soon as my ships start moving - crash > Log:
404583 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
   at data.hullmods.NeutrinoSigmaUpgrade.advanceInCombat(NeutrinoSigmaUpgrade.java:191)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.H
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 9 more

If i start it with non-Corvus mode it also crash with same log, if I attack someone other than Neutrino (like neutral smugglers), it takes a bit longer (ships move for few seconds in combat) but crash nevertheless.
I have also tested it with RC 4.2, it crashes before even loading combat. As you can see my mod list is minimal, so it doesn't mean it's an incompatibility issue with other faction mods. My Starsector is 0.7.2a to be clear and all other mods work fine.

Hope that helps.
« Last Edit: December 25, 2016, 10:47:14 AM by Seth »
Logged

Smartass

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1141 on: January 11, 2017, 09:09:13 AM »

Initially, the mod didn't work for me. then, after a while (and after having downloaded again lazylib, graphicslib and the mod itself) the game didn't crash at the start with a "null" error.
However, everytime I activate the shield on any neutrino ship, it crashes.
log here:
Spoiler
505119 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
java.lang.NoClassDefFoundError: com/fs/starfarer/combat/systems/H
   at data.hullmods.NeutrinoSigmaUpgrade.advanceInCombat(NeutrinoSigmaUpgrade.java:191)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.combat.systems.H
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 9 more
[close]

Thanks in advance
Logged
Welp

jRivers

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1142 on: February 08, 2017, 03:33:04 AM »

Neutrino ships are still much too durable to any form of sustained damage, with the shield stats they also have bursting is limited aswell. Most loadouts be they vanilla or modded have size-for-size fights enough firepower to overcome the shields and armor. Add to that the Neutrino armor system and you need what would amount to massive overkill on almost any other ship.
Logged

gofastskatkat

  • Lieutenant
  • **
  • Posts: 53
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1143 on: February 08, 2017, 08:24:45 AM »

Neutrino ships are still much too durable to any form of sustained damage, with the shield stats they also have bursting is limited aswell. Most loadouts be they vanilla or modded have size-for-size fights enough firepower to overcome the shields and armor. Add to that the Neutrino armor system and you need what would amount to massive overkill on almost any other ship.
Which is the reason I like to use them against the Appro-light. Its like watching two titans fight each other.
Logged

Consortium5210

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1144 on: February 12, 2017, 10:45:53 PM »

Hi There, I was wondering if anyone could help me here. I seem to have an issue whenever I try to activate shields on neutrino ships, star sector just crashes to desktop.
Here are my installed mods if this helps:

Audio plus
Autosave
Blackrock
Combat chatter
Common radar
Console commands
Dassault-Mikoyan
Diable-avionics
Dynasector
Elizalib
Graphicslib
Interstellar imperium
Lazylib
Leading pip
Neutrino corp
New galactic order (I believe I applied the "fix" correctly, plus I added this after the first few crashes)
Nexerelin
Omnifactory
Scy nation
Shadow yards
Ship and weapons pack
Sim overhaul
SS+
Steiner foundation
Templars
Tiandong
Twiglib
Underworld
Upgraded rotary weapons
Version checker

I would really like to use the neutrino ships, but for now I just leave the mod deactivated. If you need more information to help me fix this, please ask.
Thanks.
Logged

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« Reply #1145 on: February 13, 2017, 12:17:35 AM »

Sorry, that's a knew issue on linux or mac. It got fixed (or maybe?) in my dev. And after some more little balance adjustment, I will make a new release soon(not soon™).
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4)
« Reply #1146 on: March 05, 2017, 07:38:17 PM »

Hope this will fix the Mac/Linux incompatible bug up.


Download Neutrino corp 1.83-RC4.8

Spoiler
RC4.8
------------------------------------------------
CONTENT CHANGES
- Pulsar Beam weapon line
 -> Slightly improve projectile VFX

BALANCE CHANGES
- All price adjusted a little.

- Neutronium Plating
 -> Will cause two seconds overload while collapsed.(was one second.)
 -> Strength regenerate will drain peak timer.
 -> All ships' peak time slightly increase to counter this.

- Banshee
 -> Large hybird turret replaced by engergy.

- Sledgehammer
 -> Medium universal turret replaced by synergy.
 -> Medium synergy turret replaced by engergy.

- Vice
 -> Large universal turret replaced by energy.
 -> Flux cap increase to 3500(from 3000). Flux dissipation increase to 300 (from 200)
 -> OP reduce to 70 (from 75).

- Pile-Driver
 -> Removed missile hardpoints.
 -> Removed flight deck.
 -> OP reduce to 25.
 -> Cargo bay increase to 280, fuel tank enlarge to 120.
 -> (It become an armored freighter now.)

- Pile-Driver(A)
 -> Sprite was reworked.
 -> Now renamed as Pile-Driver(C).
 -> Removed large energy slot and missile hardpoints.
 -> Add a medium synergy turret.
 -> OP reduced to 40.
 -> Flux cap reduced to 4000, dissipation reduced to 150.
 -> Max speed reduced to 75.
 -> Peak timer increase to 420.
 -> (Will have two decks in 0.8 but not for now. )

- Lathe
 -> Armor rating reduced to 800.
 -> Max flux reduced to 12000.

- Adv. P. Torpedo
 -> Missile max speed reduced to 200
 -> Sub munitions speed reduced.

- Light Photon Torpedo
 -> Max ammo reduced to 6

- Photon Torpedo Launcher
 -> Max ammo reduced to 10

- And maybe something I can not remembered.

BUGS FIXED
 - Tried to fix the CTD on Mac and Linux.

[close]
« Last Edit: March 14, 2017, 04:43:11 AM by Deathfly »
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

beep_boop

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1147 on: March 08, 2017, 01:10:24 PM »

Code
55508 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
java.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.Ship.getDecalRenderer()Lcom/fs/starfarer/renderers/damage/D;
at data.hullmods.NeutrinoNeutroniumPlating.refleshArmorDamageDecal(NeutrinoNeutroniumPlating.java:140)
at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:446)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o00o.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.ooOo.super(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Logged

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1148 on: March 11, 2017, 01:45:29 AM »

For Linux/Mac user, you can try to use this hot fix Jar to overwrite the old one (and hope it can really fix thing up).
https://bitbucket.org/Deathfly/neutrino-corp/downloads/Neutrino%20corp%201.83-RC4.8%20Linux_and_Mac%20compatibility%20hot%20fix,%20take%201.zip
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

beep_boop

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1149 on: March 13, 2017, 01:10:16 PM »

It works now. Thanks a lot!
Logged

Rynuia

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1150 on: March 28, 2017, 08:45:18 PM »

So, I was trying to *cough* enable *cough* a system, but I am not really experienced in this stuff.

And unsuprisingly I've failed - I have absolutely no clue about how to import com.fs.starfarer.combat.* and com.fs.starfarer.loading.*... I've dig through other mods' source files too, but no result.

Any advice?  ???
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1151 on: March 28, 2017, 09:34:03 PM »

So, I was trying to *cough* enable *cough* a system, but I am not really experienced in this stuff.

And unsuprisingly I've failed - I have absolutely no clue about how to import com.fs.starfarer.combat.* and com.fs.starfarer.loading.*... I've dig through other mods' source files too, but no result.

Any advice?  ???

Gotta say, I'm a little confused by your wording. What do you mean by "trying to enable a system"? Is this within Neutrino Corp's files?
Logged

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1152 on: March 28, 2017, 11:19:52 PM »

My advice is stop right there. That something you can't and will never want to handle.
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Rynuia

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1153 on: March 29, 2017, 06:22:57 AM »

Oh, silly me... I've forgot to include one of the core jars. That's what I get if I try to delve into source files on 7 AM after pulling an all nighter without coffee. I'll take your advice and leave the mod as it is however. ;D

Also, fun fact; It was a hammership gif on 9gag made me find about this game. :)
« Last Edit: March 29, 2017, 06:32:18 AM by Rynuia »
Logged

felixsimon

  • Ensign
  • *
  • Posts: 22
    • View Profile
Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.8)
« Reply #1154 on: April 25, 2017, 01:23:08 PM »

Need this in 0.8 Plzzzz
Logged
Pages: 1 ... 75 76 [77] 78 79 ... 106